/*
 * Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "HomeMovementGenerator.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "MoveSplineInit.h"
#include "MoveSpline.h"

void HomeMovementGenerator<Creature>::Initialize(Creature & owner)
{
    _setTargetLocation(owner);
}

void HomeMovementGenerator<Creature>::Reset(Creature &)
{
}

void HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner)
{
    if (owner.HasUnitState(UNIT_STATE_CAN_NOT_MOVE))
        return;

    // Remove speed reductions from low hp
    owner.ModifyAuraState(AURA_STATE_HEALTHLESS_15_PERCENT, false);
    owner.ModifyAuraState(AURA_STATE_HEALTHLESS_10_PERCENT, false);
    owner.ModifyAuraState(AURA_STATE_HEALTHLESS_5_PERCENT, false);

    if (!owner.HasStaticFlag(CREATURE_STATIC_FLAG_SESSILE))
    {
        float x, y, z, o;
        bool setFacing = false;
        // at apply we can select more nice return points base at current movegen
        if (owner.GetMotionMaster()->empty() || !owner.GetMotionMaster()->top()->GetResetPosition(owner, x, y, z))
        {
            owner.GetRespawnCoord(x, y, z, &o);
            setFacing = true;
        }

        PathFinder path(&owner);
        path.calculate(x, y, z, true);
        if (path.getPathType() & PATHFIND_NORMAL)
        {
            Movement::MoveSplineInit init(owner, "HomeMovementGenerator<Creature>::_setTargetLocation");

            if (setFacing)
                init.SetFacing(o);

            init.Move(&path);
            init.SetWalk(false);
            init.Launch();
        }
        else // too far away or no path
            owner.NearTeleportTo(x, y, z, setFacing ? o : owner.GetOrientation());
    }
    
    arrived = false;

    owner.ClearUnitState(UNIT_STATE_ALL_DYN_STATES);
}

bool HomeMovementGenerator<Creature>::Update(Creature &owner, uint32 const& /*time_diff*/)
{
    arrived = owner.movespline->Finalized();
    return !arrived;
}

void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
{
    if (arrived)
    {
        if (owner.GetTemporaryFactionFlags() & TEMPFACTION_RESTORE_REACH_HOME)
            owner.ClearTemporaryFaction();

        owner.SetWalk(!owner.HasUnitState(UNIT_STATE_RUNNING) && !owner.IsLevitating(), false);
        owner.LoadCreatureAddon(true);
        owner.AI()->JustReachedHome();
    }
}
